mirror of
https://github.com/photonstorm/phaser
synced 2024-11-28 07:31:11 +00:00
First pass of 'clean-up': correcting comments, removing unused code
This commit is contained in:
parent
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commit
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1 changed files with 6 additions and 564 deletions
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@ -5,9 +5,9 @@
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*/
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/**
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* A TilemapLayerGL is a Phaser.Image/Sprite that renders a specific TileLayer of a Tilemap.
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* A TilemapLayerGL is a PIXI.Tilemap that renders a specific TileLayer of a Tilemap.
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*
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* Since a TilemapLayerGL is a Sprite it can be moved around the display, added to other groups or display objects, etc.
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* Since a PIXI.Tilemap is a PIXI.DisplayObjectContainer it can be moved around the display, added to other groups or display objects, etc.
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*
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* By default TilemapLayers have fixedToCamera set to `true`. Changing this will break Camera follow and scrolling behavior.
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*
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@ -27,8 +27,6 @@ Phaser.TilemapLayerGL = function (game, tilemap, index, width, height) {
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width |= 0;
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height |= 0;
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//Phaser.Sprite.call(this, game, 0, 0);
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/**
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* The Tilemap to which this layer is bound.
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* @property {Phaser.Tilemap} map
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@ -222,11 +220,6 @@ Phaser.TilemapLayerGL = function (game, tilemap, index, width, height) {
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*/
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this._results = [];
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if (!game.device.canvasBitBltShift)
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{
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this.renderSettings.copyCanvas = Phaser.TilemapLayerGL.ensureSharedCopyCanvas();
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}
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var baseTexture = new PIXI.BaseTexture(this.map.tilesets[0].image);
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PIXI.Tilemap.call(this, new PIXI.Texture(baseTexture), this.map.width, this.map.height, this.map.tileWidth, this.map.tileHeight, this.layer);
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@ -240,23 +233,7 @@ Phaser.TilemapLayerGL.prototype = Object.create(PIXI.Tilemap.prototype);
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Phaser.TilemapLayerGL.prototype.constructor = Phaser.TilemapLayerGL;
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Phaser.Component.Core.install.call(Phaser.TilemapLayerGL.prototype, [
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//'Angle',
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//'Animation',
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//'AutoCull',
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//'Bounds',
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//'BringToTop',
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//'Destroy',
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'FixedToCamera'
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//'Health',
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//'InCamera',
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//'InputEnabled',
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//'InWorld',
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//'LifeSpan',
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//'LoadTexture',
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//'Overlap',
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//'PhysicsBody',
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//'Reset',
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//'Smoothed'
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]);
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Phaser.TilemapLayerGL.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
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@ -265,33 +242,6 @@ Phaser.TileSprite.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpd
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Phaser.TileSprite.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
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Phaser.TileSprite.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
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/**
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* The shared double-copy canvas, created as needed.
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*
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* @private
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* @static
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*/
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Phaser.TilemapLayerGL.sharedCopyCanvas = null;
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/**
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* Create if needed (and return) a shared copy canvas that is shared across all TilemapLayers.
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*
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* Code that uses the canvas is responsible to ensure the dimensions and save/restore state as appropriate.
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*
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* @method Phaser.TilemapLayerGL#ensureSharedCopyCanvas
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* @protected
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* @static
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*/
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Phaser.TilemapLayerGL.ensureSharedCopyCanvas = function () {
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if (!this.sharedCopyCanvas)
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{
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this.sharedCopyCanvas = Phaser.Canvas.create(2, 2);
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}
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return this.sharedCopyCanvas;
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};
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/**
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* Automatically called by World.preUpdate.
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@ -305,7 +255,7 @@ Phaser.TilemapLayerGL.prototype.preUpdate = function() {
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};
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/**
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* Automatically called by World.postUpdate. Handles cache updates.
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* Automatically called by World.postUpdate. Handles camera scrolling.
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*
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* @method Phaser.TilemapLayerGL#postUpdate
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* @protected
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@ -320,8 +270,6 @@ Phaser.TilemapLayerGL.prototype.postUpdate = function () {
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this.scrollX = camera.x * this.scrollFactorX / this.scale.x;
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this.scrollY = camera.y * this.scrollFactorY / this.scale.y;
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this.render();
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};
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/**
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@ -338,7 +286,7 @@ Phaser.TilemapLayerGL.prototype.destroy = function() {
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};
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/**
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* Resizes the internal canvas and texture frame used by this TilemapLayerGL.
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* Resizes the internal dimensions and texture frame used by this TilemapLayerGL.
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*
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* This is an expensive call, so don't bind it to a window resize event! But instead call it at carefully
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* selected times.
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@ -598,11 +546,8 @@ Phaser.TilemapLayerGL.prototype.getTiles = function (x, y, width, height, collid
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var tw = Math.ceil((x + width) / (this._mc.cw * this.scale.x)) - tx;
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var th = Math.ceil((y + height) / (this._mc.ch * this.scale.y)) - ty;
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// Discard old results before storing the new ones
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this._results = [];
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// while (this._results.length)
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// {
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// this._results.pop();
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// }
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for (var wy = ty; wy < ty + th; wy++)
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{
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@ -674,6 +619,7 @@ Phaser.TilemapLayerGL.prototype.resetTilesetCache = function () {
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var tilesets = this._mc.tilesets;
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// TODO: why not just set this._mc.tilesets = []; ??
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while (tilesets.length)
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{
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tilesets.pop();
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@ -713,510 +659,6 @@ Phaser.TilemapLayerGL.prototype.setScale = function (xScale, yScale) {
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};
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/**
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* Shifts the contents of the canvas - does extra math so that different browsers agree on the result.
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*
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* The specified (x/y) will be shifted to (0,0) after the copy and the newly exposed canvas area will need to be filled in.
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*
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* @method Phaser.TilemapLayerGL#shiftCanvas
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* @private
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* @param {CanvasRenderingContext2D} context - The context to shift
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* @param {integer} x
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* @param {integer} y
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*/
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Phaser.TilemapLayerGL.prototype.shiftCanvas = function (context, x, y) {
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return;
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var canvas = context.canvas;
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var copyW = canvas.width - Math.abs(x);
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var copyH = canvas.height - Math.abs(y);
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// When x/y non-negative
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var dx = 0;
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var dy = 0;
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var sx = x;
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var sy = y;
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if (x < 0)
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{
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dx = -x;
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sx = 0;
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}
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if (y < 0)
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{
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dy = -y;
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sy = 0;
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}
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var copyCanvas = this.renderSettings.copyCanvas;
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if (copyCanvas)
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{
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// Use a second copy buffer, without slice support, for Safari .. again.
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// Ensure copy canvas is large enough
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if (copyCanvas.width < copyW || copyCanvas.height < copyH)
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{
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copyCanvas.width = copyW;
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copyCanvas.height = copyH;
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}
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var copyContext = copyCanvas.getContext('2d');
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copyContext.clearRect(0, 0, copyW, copyH);
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copyContext.drawImage(canvas, dx, dy, copyW, copyH, 0, 0, copyW, copyH);
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// clear allows default 'source-over' semantics
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context.clearRect(sx, sy, copyW, copyH);
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context.drawImage(copyCanvas, 0, 0, copyW, copyH, sx, sy, copyW, copyH);
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}
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else
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{
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// Avoids a second copy but flickers in Safari / Safari Mobile
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// Ref. https://github.com/photonstorm/phaser/issues/1439
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context.save();
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context.globalCompositeOperation = 'copy';
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context.drawImage(canvas, dx, dy, copyW, copyH, sx, sy, copyW, copyH);
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context.restore();
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}
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};
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/**
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* Render tiles in the given area given by the virtual tile coordinates biased by the given scroll factor.
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* This will constrain the tile coordinates based on wrapping but not physical coordinates.
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*
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* @method Phaser.TilemapLayerGL#renderRegion
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* @private
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* @param {integer} scrollX - Render x offset/scroll.
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* @param {integer} scrollY - Render y offset/scroll.
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* @param {integer} left - Leftmost column to render.
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* @param {integer} top - Topmost row to render.
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* @param {integer} right - Rightmost column to render.
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* @param {integer} bottom - Bottommost row to render.
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*/
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Phaser.TilemapLayerGL.prototype.renderRegion = function (scrollX, scrollY, left, top, right, bottom) {
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return;
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var context = this.context;
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var width = this.layer.width;
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var height = this.layer.height;
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var tw = this._mc.tileWidth;
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var th = this._mc.tileHeight;
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var tilesets = this._mc.tilesets;
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var lastAlpha = NaN;
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if (!this._wrap)
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{
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if (left <= right) // Only adjust if going to render
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{
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left = Math.max(0, left);
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right = Math.min(width - 1, right);
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}
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if (top <= bottom)
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{
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top = Math.max(0, top);
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bottom = Math.min(height - 1, bottom);
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}
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}
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// top-left pixel of top-left cell
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var baseX = (left * tw) - scrollX;
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var baseY = (top * th) - scrollY;
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// Fix normStartX/normStartY such it is normalized [0..width/height). This allows a simple conditional and decrement to always keep in range [0..width/height) during the loop. The major offset bias is to take care of negative values.
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var normStartX = (left + ((1 << 20) * width)) % width;
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var normStartY = (top + ((1 << 20) * height)) % height;
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// tx/ty - are pixel coordinates where tile is drawn
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// x/y - is cell location, normalized [0..width/height) in loop
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// xmax/ymax - remaining cells to render on column/row
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var tx, ty, x, y, xmax, ymax;
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context.fillStyle = this.tileColor;
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for (y = normStartY, ymax = bottom - top, ty = baseY;
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ymax >= 0;
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y++, ymax--, ty += th)
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{
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if (y >= height) { y -= height; }
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var row = this.layer.data[y];
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for (x = normStartX, xmax = right - left, tx = baseX;
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xmax >= 0;
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x++, xmax--, tx += tw)
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{
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if (x >= width) { x -= width; }
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var tile = row[x];
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if (!tile || tile.index < 0)
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{
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continue;
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}
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var index = tile.index;
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var set = tilesets[index];
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if (set === undefined)
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{
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set = this.resolveTileset(index);
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}
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// Setting the globalAlpha is "surprisingly expensive" in Chrome (38)
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if (tile.alpha !== lastAlpha && !this.debug)
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{
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context.globalAlpha = tile.alpha;
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lastAlpha = tile.alpha;
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}
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if (set)
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{
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if (tile.rotation || tile.flipped)
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{
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context.save();
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context.translate(tx + tile.centerX, ty + tile.centerY);
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context.rotate(tile.rotation);
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if (tile.flipped)
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{
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context.scale(-1, 1);
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}
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set.draw(context, -tile.centerX, -tile.centerY, index);
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context.restore();
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}
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else
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{
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set.draw(context, tx, ty, index);
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}
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}
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else if (this.debugSettings.missingImageFill)
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{
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context.fillStyle = this.debugSettings.missingImageFill;
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context.fillRect(tx, ty, tw, th);
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}
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if (tile.debug && this.debugSettings.debuggedTileOverfill)
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{
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context.fillStyle = this.debugSettings.debuggedTileOverfill;
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context.fillRect(tx, ty, tw, th);
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}
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}
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}
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};
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/**
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* Shifts the canvas and render damaged edge tiles.
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*
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* @method Phaser.TilemapLayerGL#renderDeltaScroll
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* @private
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*/
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Phaser.TilemapLayerGL.prototype.renderDeltaScroll = function (shiftX, shiftY) {
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return;
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var scrollX = this._mc.scrollX;
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var scrollY = this._mc.scrollY;
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//var renderW = this.canvas.width;
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//var renderH = this.canvas.height;
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var tw = this._mc.tileWidth;
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var th = this._mc.tileHeight;
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// Only cells with coordinates in the "plus" formed by `left <= x <= right` OR `top <= y <= bottom` are drawn. These coordinates may be outside the layer bounds.
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// Start in pixels
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var left = 0;
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var right = -tw;
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var top = 0;
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var bottom = -th;
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if (shiftX < 0) // layer moving left, damage right
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{
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left = renderW + shiftX; // shiftX neg.
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right = renderW - 1;
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}
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else if (shiftX > 0)
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{
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// left -> 0
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right = shiftX;
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}
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if (shiftY < 0) // layer moving down, damage top
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{
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top = renderH + shiftY; // shiftY neg.
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bottom = renderH - 1;
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}
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else if (shiftY > 0)
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{
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// top -> 0
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bottom = shiftY;
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}
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this.shiftCanvas(this.context, shiftX, shiftY);
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// Transform into tile-space
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left = Math.floor((left + scrollX) / tw);
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right = Math.floor((right + scrollX) / tw);
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top = Math.floor((top + scrollY) / th);
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bottom = Math.floor((bottom + scrollY) / th);
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if (left <= right)
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{
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// Clear left or right edge
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this.context.clearRect(((left * tw) - scrollX), 0, (right - left + 1) * tw, renderH);
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var trueTop = Math.floor((0 + scrollY) / th);
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var trueBottom = Math.floor((renderH - 1 + scrollY) / th);
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this.renderRegion(scrollX, scrollY, left, trueTop, right, trueBottom);
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}
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if (top <= bottom)
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{
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// Clear top or bottom edge
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this.context.clearRect(0, ((top * th) - scrollY), renderW, (bottom - top + 1) * th);
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var trueLeft = Math.floor((0 + scrollX) / tw);
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var trueRight = Math.floor((renderW - 1 + scrollX) / tw);
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this.renderRegion(scrollX, scrollY, trueLeft, top, trueRight, bottom);
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}
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||||
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};
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/**
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* Clear and render the entire canvas.
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*
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* @method Phaser.TilemapLayerGL#renderFull
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* @private
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*/
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Phaser.TilemapLayerGL.prototype.renderFull = function () {
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return;
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var scrollX = this._mc.scrollX;
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var scrollY = this._mc.scrollY;
|
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|
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//var renderW = this.canvas.width;
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||||
//var renderH = this.canvas.height;
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||||
|
||||
var tw = this._mc.tileWidth;
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||||
var th = this._mc.tileHeight;
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||||
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||||
var left = Math.floor(scrollX / tw);
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var right = Math.floor((renderW - 1 + scrollX) / tw);
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var top = Math.floor(scrollY / th);
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var bottom = Math.floor((renderH - 1 + scrollY) / th);
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this.context.clearRect(0, 0, renderW, renderH);
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this.renderRegion(scrollX, scrollY, left, top, right, bottom);
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||||
|
||||
};
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/**
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||||
* Renders the tiles to the layer canvas and pushes to the display.
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||||
*
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||||
* @method Phaser.TilemapLayerGL#render
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||||
* @protected
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||||
*/
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Phaser.TilemapLayerGL.prototype.render = function () {
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var redrawAll = false;
|
||||
|
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if (!this.visible)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.dirty || this.layer.dirty)
|
||||
{
|
||||
this.layer.dirty = false;
|
||||
redrawAll = true;
|
||||
}
|
||||
|
||||
var renderWidth = this.game.width;
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||||
var renderHeight = this.game.height;
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||||
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||||
// Scrolling bias; whole pixels only
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||||
var scrollX = this._scrollX | 0;
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||||
var scrollY = this._scrollY | 0;
|
||||
|
||||
var mc = this._mc;
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||||
var shiftX = mc.scrollX - scrollX; // Negative when scrolling right/down
|
||||
var shiftY = mc.scrollY - scrollY;
|
||||
|
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if (!redrawAll &&
|
||||
shiftX === 0 && shiftY === 0 &&
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||||
mc.renderWidth === renderWidth && mc.renderHeight === renderHeight)
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||||
{
|
||||
// No reason to redraw map, looking at same thing and not invalidated.
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||||
return;
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||||
}
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||||
|
||||
// this.context.save();
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||||
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mc.scrollX = scrollX;
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||||
mc.scrollY = scrollY;
|
||||
|
||||
if (mc.renderWidth !== renderWidth || mc.renderHeight !== renderHeight)
|
||||
{
|
||||
// Could support automatic canvas resizing
|
||||
mc.renderWidth = renderWidth;
|
||||
mc.renderHeight = renderHeight;
|
||||
}
|
||||
|
||||
if (this.debug)
|
||||
{
|
||||
//this.context.globalAlpha = this.debugSettings.debugAlpha;
|
||||
|
||||
if (this.debugSettings.forceFullRedraw)
|
||||
{
|
||||
redrawAll = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!redrawAll &&
|
||||
this.renderSettings.enableScrollDelta &&
|
||||
(Math.abs(shiftX) + Math.abs(shiftY)) < Math.min(renderWidth, renderHeight))
|
||||
{
|
||||
this.renderDeltaScroll(shiftX, shiftY);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Too much change or otherwise requires full render
|
||||
this.renderFull();
|
||||
}
|
||||
|
||||
if (this.debug)
|
||||
{
|
||||
//this.context.globalAlpha = 1;
|
||||
this.renderDebug();
|
||||
}
|
||||
|
||||
this.texture.baseTexture.dirty();
|
||||
|
||||
this.dirty = false;
|
||||
|
||||
//this.context.restore();
|
||||
|
||||
return true;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Renders a debug overlay on-top of the canvas. Called automatically by render when `debug` is true.
|
||||
*
|
||||
* See `debugSettings` for assorted configuration options.
|
||||
*
|
||||
* @method Phaser.TilemapLayerGL#renderDebug
|
||||
* @private
|
||||
*/
|
||||
Phaser.TilemapLayerGL.prototype.renderDebug = function () {
|
||||
|
||||
return;
|
||||
|
||||
var scrollX = this._mc.scrollX;
|
||||
var scrollY = this._mc.scrollY;
|
||||
|
||||
var context = this.context;
|
||||
var renderW = this.canvas.width;
|
||||
var renderH = this.canvas.height;
|
||||
|
||||
var width = this.layer.width;
|
||||
var height = this.layer.height;
|
||||
var tw = this._mc.tileWidth;
|
||||
var th = this._mc.tileHeight;
|
||||
|
||||
var left = Math.floor(scrollX / tw);
|
||||
var right = Math.floor((renderW - 1 + scrollX) / tw);
|
||||
var top = Math.floor(scrollY / th);
|
||||
var bottom = Math.floor((renderH - 1 + scrollY) / th);
|
||||
|
||||
var baseX = (left * tw) - scrollX;
|
||||
var baseY = (top * th) - scrollY;
|
||||
|
||||
var normStartX = (left + ((1 << 20) * width)) % width;
|
||||
var normStartY = (top + ((1 << 20) * height)) % height;
|
||||
|
||||
var tx, ty, x, y, xmax, ymax;
|
||||
|
||||
context.strokeStyle = this.debugSettings.facingEdgeStroke;
|
||||
|
||||
for (y = normStartY, ymax = bottom - top, ty = baseY;
|
||||
ymax >= 0;
|
||||
y++, ymax--, ty += th)
|
||||
{
|
||||
|
||||
if (y >= height) { y -= height; }
|
||||
|
||||
var row = this.layer.data[y];
|
||||
|
||||
for (x = normStartX, xmax = right - left, tx = baseX;
|
||||
xmax >= 0;
|
||||
x++, xmax--, tx += tw)
|
||||
{
|
||||
|
||||
if (x >= width) { x -= width; }
|
||||
|
||||
var tile = row[x];
|
||||
if (!tile || tile.index < 0 || !tile.collides)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (this.debugSettings.collidingTileOverfill)
|
||||
{
|
||||
context.fillStyle = this.debugSettings.collidingTileOverfill;
|
||||
context.fillRect(tx, ty, this._mc.cw, this._mc.ch);
|
||||
}
|
||||
|
||||
if (this.debugSettings.facingEdgeStroke)
|
||||
{
|
||||
context.beginPath();
|
||||
|
||||
if (tile.faceTop)
|
||||
{
|
||||
context.moveTo(tx, ty);
|
||||
context.lineTo(tx + this._mc.cw, ty);
|
||||
}
|
||||
|
||||
if (tile.faceBottom)
|
||||
{
|
||||
context.moveTo(tx, ty + this._mc.ch);
|
||||
context.lineTo(tx + this._mc.cw, ty + this._mc.ch);
|
||||
}
|
||||
|
||||
if (tile.faceLeft)
|
||||
{
|
||||
context.moveTo(tx, ty);
|
||||
context.lineTo(tx, ty + this._mc.ch);
|
||||
}
|
||||
|
||||
if (tile.faceRight)
|
||||
{
|
||||
context.moveTo(tx + this._mc.cw, ty);
|
||||
context.lineTo(tx + this._mc.cw, ty + this._mc.ch);
|
||||
}
|
||||
|
||||
context.stroke();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Flag controlling if the layer tiles wrap at the edges. Only works if the World size matches the Map size.
|
||||
|
|
Loading…
Reference in a new issue